Tabletop Simulator

Tabletop Simulator

Mage Knight Plus (Highly Scripted)
 This topic has been pinned, so it's probably important
Tuff-Luck  [developer] May 16, 2020 @ 11:30pm
Future Ideas
Just an Alternate place to report Ideas you'd like to see implemented.

My short list of things I'm looking at:-
- Knock out from taking too many wounds.
- Interactive Combat Variant..
- Combat Calculator, a simple summary of the monster token stats found in your play area.
- Evolve the turn system to include the four stages of combat.
- Tutorial style Video
- Better room and table design

I'm not possessive of my mod, so if you think you can help with any of these, or create something you think can benefit the community, drop me a line and we'll work to integrate it.
Last edited by Tuff-Luck; Dec 29, 2024 @ 5:39am
< >
Showing 1-15 of 18 comments
Bernaar May 7, 2022 @ 7:00am 
Not sure if you appreciate comments on this thread or you would prefer separate threats. If not feel free to (re)move it.

What would be a nice extra is to have an overview of all the starting cards per hero like this: https://victoryconditions.com/mage-knight-heroes-and-their-abilities/

It would help with strategy if you could easily see what your starting deck consists of to determine the direction of your strategy (like with the skill overview of the dummy player/Volkare). This could be as simple as another pdf next to the others.
Tuff-Luck  [developer] May 8, 2022 @ 2:27am 
This area is fine for these comments. I come through and delete comments I've already implemented.

It's been so long since I started Mage Knight, that I've forgotten not knowing the heroes like the back of my hand. I'll happily add anyone's PDF or image showing useful info but I'm not focused on creating one at the moment (never say never). I started writing this mod to help me really learn Mage Knight, perhaps if you wrote a heroes document it can help you really learn the heroes?
Last edited by Tuff-Luck; May 11, 2022 @ 7:54am
Bernaar May 11, 2022 @ 5:39am 
Another idea to implement is the rule that you can only claim the third advance action card if you pick a skill from outside your own skill set during level up.

Two possible ways to implement as far as I see:
1. Forced: the Claim buttons are not working for the other advanced actions in the offer
2. As a reminder notification. Like there is already right now when you claim a Unit that you normaly wouldn't be allowed to claim if you are not at the matching site.
Genocide Pete Jul 31, 2022 @ 4:45am 
It'd be nice to be able to handle level-up options during other players' turns. If it's not possible to script both the current player's turn and the previous player's level-up at the same time, perhaps a new "manual level up" button could be implemented that keeps the game moving while a player makes their decisions by hand. Disposable reminder elements could be placed in the player's play area to remind them of all of the choices they must make before their next turn.
Tuff-Luck  [developer] Jul 31, 2022 @ 6:16am 
It's an intriguing idea, I must admit. But how much does knowledge of how a previous player levelled up, affect the next player(s) actions? Actually I can only think of a few rare occasions, and mostly mitigated if everyone at the table is discussing their turns adequately.

I developed this mod with solo play in mind, so may have railroaded the code a bit too far along those lines to be able to implement this easily. You can still start playing your current turn ahead of the player claiming rewards, and the interface should update when it get's flicked over to you (it updates quiet regularly). Either way, I've added it to my list.
Lilipulse Jan 18, 2023 @ 4:40am 
I really like your mod. one point i would like to be improved is the UI in selection of card.
When we have the opportunity to select a card (artefact, spell, advance action), do you think if it's possible to have something like this (like in magic arena )

https://media.wizards.com/2021/images/daily/2dfdjwyfsy.jpg
Last edited by Lilipulse; Jan 18, 2023 @ 4:40am
Tuff-Luck  [developer] Jan 19, 2023 @ 10:47pm 
Super fancy idea. I started by thinking it wasn't possible….but then I've learned a few tricks, and my brain (against my will) started figuring out ways to achieve this. Now I'm on the fence about it. It's possible, but still a lot of work. While I'd start small with the artifact deck, I couldn't stop until all claim situations were covered. Is the work worth the gain? At the moment I'm thinking not….but damn if my brain doesn't want to try what it's come up with….No promises, but the idea has been incepted :-P
Sidious Aug 29 @ 6:49pm 
Hi, I really like this mod. Started to use today and finally can play with may friends from other continents. HUGE FAN!

I don't know if it is something what you would consider to implement, but "chess hour" would be really good addition to the game. We always play with a timer because at the end a turn can take 10+ mins if we don't pay attention.
Sidious Aug 29 @ 6:54pm 
The other thing is the maze/labyrinth. After you challenged an enemy the "battle" icon is not available even if you still can fight the other 3 enemies. Maybe it is too difficult to implement to be able to challenge all 3 enemies for 2-4 and 6 movement points and doesn't worth the effort.
Tuff-Luck  [developer] Aug 30 @ 1:48am 
A timer is an interesting request, but I think I'll leave it to the host to load in a stop watch for their own games.

The maze Labyrinth can only be used once by each player. When they USE it, then they decide how much movement to spend on it determining the level of treasure you can find.

The last line on the Maze Card:-
"Partialy Conquered: Another Player may enter the maze but will have to choose another path. No Player may successfully conquer the same maze twice, and and each path may be conquered only once."

Play it how you like, but the mod is trying to follow the rules. You'll need to draw manually if you disagree. or convince me I read that wrong :-)
Sidious Aug 31 @ 11:00am 
Hi,

You are absolutely right. "I was playing all wrong!" Thank you for the clarification.

:D
Last edited by Sidious; Aug 31 @ 5:25pm
Sidious Sep 5 @ 9:32pm 
Hi an idea,

I realized not all scenarios are scripted. Not sure it was just a problem with my client. We were playing with the Conquer and Hold and a lot of thing was missing. Like:
- Reputation loss was calculated on every assault
- Only one token was drawn the second day on an assault
- No Gold or Black mana was given for the captured Mage Towers
- When another player wanted to assault an already captured keep/tower tokes needed to draw manually and sometimes the shield token was not switched the the new player's token after a successful assault.
- Hand limit was miss calculated owning 5 keeps and standing next to the city. +1 was calculated from the city what should not count.
- So on...

Sorry if it is not your intention to script every scenario. I started your mod with the Druids Night and that is so well scripted and I got spoiled... :D
Sidious Sep 6 @ 1:06pm 
I have an idea for those sites where you can bring only one unit and you have to dedicate before you flip the brown token.

We really pay attention to the rules but it is so easy to miss to pick a unit first... So what if when you challenge these enemies the token arrive to your play area face down with a text. Select a unit you want to bring to the fight, or something similar. So you have to flip it for yourself but still, a good reminder. That would be a really nice addition to the mod.
Last edited by Sidious; Sep 6 @ 1:07pm
Sidious Sep 6 @ 1:31pm 
Starting the game.

From the rules:
"Players choose their Tactics in the order determined by the
Round Order tokens, which were randomly sorted during setup."

With the mod for the firs day the cards are face up and we have to choose. Now we randomize which card the first player has to choose with rolling a die for everybody.

I wonder if the tactic card should be dealt randomly as part of the setup, or if there was an option to do that. To either pick (as a house rule) or dealt randomly.
Tuff-Luck  [developer] Sep 6 @ 7:12pm 
A lot of interesting ideas there.

Conquer and Hold was included so people like you could report the problems for me. Till now no one complained so I thought it was working with all the systems. I'll definitely look into it. All scenarios should be working with the existing systems.

I added the 1 unit reminder to the monster token, but you are correct it only shows up once the token is face up which is too late. I'll see if I can keep it face down in those cases, and add the reminder icon to the back side as well.

I'm not sure I fully understand your tactic card variant. You want to start the game with a randomly drawn tactic card to determine the turn order? Are you stuck with tactic card for the first round? or are the cards placed back and normal tactic selection is made? The turn order tokens can be moved around if you want to change the order of the players.
< >
Showing 1-15 of 18 comments
Per page: 1530 50